Fix for surface drag - distance object from surface

This commit is contained in:
Filip Sykala - NTB T15p 2023-04-18 18:46:33 +02:00
parent 9718f26983
commit 2e2138b067
6 changed files with 296 additions and 222 deletions

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@ -300,7 +300,7 @@ namespace Emboss
class ProjectZ : public IProjection
{
public:
ProjectZ(double depth) : m_depth(depth) {}
explicit ProjectZ(double depth) : m_depth(depth) {}
// Inherited via IProject
std::pair<Vec3d, Vec3d> create_front_back(const Point &p) const override;
Vec3d project(const Vec3d &point) const override;

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@ -150,11 +150,11 @@ inline bool has_reflection(const Transform3d &transform) { return transform.matr
/// <param name="index">column index</param>
/// <param name="transform">source transformation</param>
/// <returns>Base of transformation matrix</returns>
inline const Vec3d &get_base(unsigned index, const Transform3d &transform) { return transform.linear().col(index); }
inline const Vec3d get_base(unsigned index, const Transform3d &transform) { return transform.linear().col(index); }
inline const Vec3d get_x_base(const Transform3d &transform) { return get_base(0, transform); }
inline const Vec3d get_y_base(const Transform3d &transform) { return get_base(1, transform); }
inline const Vec3d get_z_base(const Transform3d &transform) { return get_base(2, transform); }
inline const Vec3d &get_base(unsigned index, const Transform3d::LinearPart &transform) { return transform.col(index); }
inline const Vec3d& get_x_base(const Transform3d &transform) { return get_base(0, transform); }
inline const Vec3d& get_y_base(const Transform3d &transform) { return get_base(1, transform); }
inline const Vec3d& get_z_base(const Transform3d &transform) { return get_base(2, transform); }
inline const Vec3d &get_x_base(const Transform3d::LinearPart &transform) { return get_base(0, transform); }
inline const Vec3d &get_y_base(const Transform3d::LinearPart &transform) { return get_base(1, transform); }
inline const Vec3d &get_z_base(const Transform3d::LinearPart &transform) { return get_base(2, transform); }

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@ -219,6 +219,11 @@ bool GLGizmoSVG::on_mouse_for_translate(const wxMouseEvent &mouse_event)
if (m_volume->emboss_shape->projection.use_surface)
process();
// TODO: Remove it when it will be stable
// Distance should not change during dragging
const GLVolume *gl_volume = m_parent.get_selection().get_first_volume();
m_distance = calc_distance(*gl_volume, m_raycast_manager, m_parent);
// Show correct value of height & depth inside of inputs
calculate_scale();
}
@ -456,7 +461,8 @@ void GLGizmoSVG::set_volume_by_selection()
m_volume_shape = *volume->emboss_shape; // copy
// Calculate current angle of up vector
m_angle = calc_up(gl_volume->world_matrix(), Slic3r::GUI::up_limit);
m_angle = calc_up(gl_volume->world_matrix(), Slic3r::GUI::up_limit);
m_distance = calc_distance(*gl_volume, m_raycast_manager, m_parent);
// calculate scale for height and depth inside of scaled object instance
calculate_scale();
@ -907,18 +913,12 @@ EmbossShape select_shape()
if (shape.svg_file_path.empty())
return {};
// select units
bool use_inch = wxGetApp().app_config->get_bool("use_inches");
const char *unit_mm{"mm"};
const char *unit_in{"in"};
const char *unit = use_inch ?unit_in : unit_mm;
// common used DPI is 96 or 72
float dpi = 96.0f;
NSVGimage *image = nsvgParseFromFile(shape.svg_file_path.c_str(), unit, dpi);
NSVGimage *image = nsvgParseFromFile(shape.svg_file_path.c_str(), unit_mm, dpi);
ScopeGuard sg([image]() { nsvgDelete(image); });
shape.scale = 1e-2; // loaded in mm
constexpr float tesselation_tolerance = 1e-2f;

View File

@ -8,10 +8,56 @@
#include "slic3r/GUI/I18N.hpp"
#include "libslic3r/Emboss.hpp"
using namespace Slic3r;
using namespace Slic3r::GUI;
namespace{
// Distance of embossed volume from surface to be represented as distance surface
// Maximal distance is also enlarge by size of emboss depth
constexpr Slic3r::MinMax<double> surface_distance_sq{1e-4, 10.}; // [in mm]
/// <summary>
/// Extract position of mouse from mouse event
/// </summary>
/// <param name="mouse_event">Event</param>
/// <returns>Position</returns>
Vec2d mouse_position(const wxMouseEvent &mouse_event);
/// <summary>
/// Start dragging
/// </summary>
/// <param name="mouse_pos"></param>
/// <param name="camera"></param>
/// <param name="surface_drag"></param>
/// <param name="canvas"></param>
/// <param name="raycast_manager"></param>
/// <param name="up_limit"></param>
/// <returns>True on success start otherwise false</returns>
bool start_dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
const std::optional<double> &up_limit);
/// <summary>
/// During dragging
/// </summary>
/// <param name="mouse_pos"></param>
/// <param name="camera"></param>
/// <param name="surface_drag"></param>
/// <param name="canvas"></param>
/// <param name="raycast_manager"></param>
/// <param name="up_limit"></param>
/// <returns></returns>
bool dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
const RaycastManager &raycast_manager,
const std::optional<double> &up_limit);
std::vector<size_t> collect_allowed_volumes_id(const ModelVolumePtrs &volumes, const ObjectID &selected_volume_id);
}
namespace Slic3r::GUI {
@ -99,195 +145,16 @@ bool on_mouse_surface_drag(const wxMouseEvent &mouse_event,
if (mouse_event.Moving())
return false;
// detect start text dragging
if (mouse_event.LeftDown()) {
// selected volume
GLVolume *gl_volume_ptr = get_selected_gl_volume(canvas);
if (gl_volume_ptr == nullptr)
return false;
const GLVolume &gl_volume = *gl_volume_ptr;
// is selected volume closest hovered?
const GLVolumePtrs &gl_volumes = canvas.get_volumes().volumes;
if (int hovered_idx = canvas.get_first_hover_volume_idx();
hovered_idx < 0)
return false;
else if (auto hovered_idx_ = static_cast<size_t>(hovered_idx);
hovered_idx_ >= gl_volumes.size() ||
gl_volumes[hovered_idx_] != gl_volume_ptr)
return false;
const ModelObjectPtrs& objects = canvas.get_model()->objects;
const ModelObject *object = get_model_object(gl_volume, objects);
assert(object != nullptr);
if (object == nullptr)
return false;
const ModelInstance *instance = get_model_instance(gl_volume, *object);
const ModelVolume *volume = get_model_volume(gl_volume, *object);
assert(instance != nullptr && volume != nullptr);
if (object == nullptr || instance == nullptr || volume == nullptr)
return false;
// allowed drag&drop by canvas for object
if (volume->is_the_only_one_part())
return false;
const ModelVolumePtrs &volumes = object->volumes;
std::vector<size_t> allowed_volumes_id;
if (volumes.size() > 1) {
allowed_volumes_id.reserve(volumes.size() - 1);
for (const ModelVolume *v : volumes) {
// skip actual selected object
if (v->id() == volume->id())
continue;
// drag only above part not modifiers or negative surface
if (!v->is_model_part())
continue;
allowed_volumes_id.emplace_back(v->id().id);
}
}
RaycastManager::AllowVolumes condition(std::move(allowed_volumes_id));
RaycastManager::Meshes meshes = create_meshes(canvas, condition);
// initialize raycasters
// INFO: It could slows down for big objects
// (may be move to thread and do not show drag until it finish)
raycast_manager.actualize(*instance, &condition, &meshes);
// wxCoord == int --> wx/types.h
Vec2i mouse_coord(mouse_event.GetX(), mouse_event.GetY());
Vec2d mouse_pos = mouse_coord.cast<double>();
// world_matrix_fixed() without sla shift
Transform3d to_world = world_matrix_fixed(gl_volume, objects);
// zero point of volume in world coordinate system
Vec3d volume_center = to_world.translation();
// screen coordinate of volume center
Vec2i coor = CameraUtils::project(camera, volume_center);
Vec2d mouse_offset = coor.cast<double>() - mouse_pos;
Vec2d mouse_offset_without_sla_shift = mouse_offset;
if (double sla_shift = gl_volume.get_sla_shift_z(); !is_approx(sla_shift, 0.)) {
Transform3d to_world_without_sla_move = instance->get_matrix() * volume->get_matrix();
if (volume->emboss_shape.has_value() && volume->emboss_shape->fix_3mf_tr.has_value())
to_world_without_sla_move = to_world_without_sla_move * (*volume->emboss_shape->fix_3mf_tr);
// zero point of volume in world coordinate system
volume_center = to_world_without_sla_move.translation();
// screen coordinate of volume center
coor = CameraUtils::project(camera, volume_center);
mouse_offset_without_sla_shift = coor.cast<double>() - mouse_pos;
}
Transform3d volume_tr = gl_volume.get_volume_transformation().get_matrix();
// fix baked transformation from .3mf store process
if (const std::optional<EmbossShape> &es_opt = volume->emboss_shape;
es_opt.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = es_opt->fix_3mf_tr;
if (fix.has_value())
volume_tr = volume_tr * fix->inverse();
}
Transform3d instance_tr = instance->get_matrix();
Transform3d instance_tr_inv = instance_tr.inverse();
Transform3d world_tr = instance_tr * volume_tr;
std::optional<float> start_angle;
if (up_limit.has_value())
start_angle = Emboss::calc_up(world_tr, *up_limit);
std::optional<float> start_distance;
if (!volume->emboss_shape->projection.use_surface)
start_distance = calc_distance(gl_volume, raycast_manager, &condition);
surface_drag = SurfaceDrag{mouse_offset, world_tr, instance_tr_inv, gl_volume_ptr, condition, start_angle, start_distance, true, mouse_offset_without_sla_shift };
// disable moving with object by mouse
canvas.enable_moving(false);
canvas.enable_picking(false);
return true;
}
if (mouse_event.LeftDown())
return start_dragging(mouse_position(mouse_event), camera, surface_drag, canvas, raycast_manager, up_limit);
// Dragging starts out of window
if (!surface_drag.has_value())
return false;
if (mouse_event.Dragging()) {
// wxCoord == int --> wx/types.h
Vec2i mouse_coord(mouse_event.GetX(), mouse_event.GetY());
Vec2d mouse_pos = mouse_coord.cast<double>();
Vec2d offseted_mouse = mouse_pos + surface_drag->mouse_offset_without_sla_shift;
if (mouse_event.Dragging())
return dragging(mouse_position(mouse_event), camera, surface_drag, canvas, raycast_manager, up_limit);
std::optional<RaycastManager::Hit> hit = ray_from_camera(
raycast_manager, offseted_mouse, camera, &surface_drag->condition);
surface_drag->exist_hit = hit.has_value();
if (!hit.has_value()) {
// cross hair need redraw
canvas.set_as_dirty();
return true;
}
auto world_linear = surface_drag->world.linear();
// Calculate offset: transformation to wanted position
{
// Reset skew of the text Z axis:
// Project the old Z axis into a new Z axis, which is perpendicular to the old XY plane.
Vec3d old_z = world_linear.col(2);
Vec3d new_z = world_linear.col(0).cross(world_linear.col(1));
world_linear.col(2) = new_z * (old_z.dot(new_z) / new_z.squaredNorm());
}
Vec3d text_z_world = world_linear.col(2); // world_linear * Vec3d::UnitZ()
auto z_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(text_z_world, hit->normal);
Transform3d world_new = z_rotation * surface_drag->world;
auto world_new_linear = world_new.linear();
// Fix direction of up vector to zero initial rotation
if(up_limit.has_value()){
Vec3d z_world = world_new_linear.col(2);
z_world.normalize();
Vec3d wanted_up = Emboss::suggest_up(z_world, *up_limit);
Vec3d y_world = world_new_linear.col(1);
auto y_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(y_world, wanted_up);
world_new = y_rotation * world_new;
world_new_linear = world_new.linear();
}
// Edit position from right
Transform3d volume_new{Eigen::Translation<double, 3>(surface_drag->instance_inv * hit->position)};
volume_new.linear() = surface_drag->instance_inv.linear() * world_new_linear;
// Check that transformation matrix is valid transformation
assert(volume_new.matrix()(0, 0) == volume_new.matrix()(0, 0)); // Check valid transformation not a NAN
if (volume_new.matrix()(0, 0) != volume_new.matrix()(0, 0))
return true;
// Check that scale in world did not changed
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitY()).has_value());
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitZ()).has_value());
const ModelVolume *volume = get_model_volume(*surface_drag->gl_volume, canvas.get_model()->objects);
// fix baked transformation from .3mf store process
if (volume != nullptr && volume->emboss_shape.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = volume->emboss_shape->fix_3mf_tr;
if (fix.has_value())
volume_new = volume_new * (*fix);
// apply move in Z direction and rotation by up vector
Emboss::apply_transformation(surface_drag->start_angle, surface_drag->start_distance, volume_new);
}
// Update transformation for all instances
for (GLVolume *vol : canvas.get_volumes().volumes) {
if (vol->object_idx() != surface_drag->gl_volume->object_idx() || vol->volume_idx() != surface_drag->gl_volume->volume_idx())
continue;
vol->set_volume_transformation(volume_new);
}
canvas.set_as_dirty();
return true;
}
return false;
}
@ -311,11 +178,10 @@ std::optional<Vec3d> calc_surface_offset(const Selection &selection, RaycastMana
raycast_manager.actualize(*instance, &cond);
Transform3d to_world = world_matrix_fixed(gl_volume, objects);
Vec3d point = to_world * Vec3d::Zero();
Vec3d direction = to_world.linear() * (-Vec3d::UnitZ());
Vec3d point = to_world.translation();
Vec3d dir = -get_z_base(to_world);
// ray in direction of text projection(from volume zero to z-dir)
std::optional<RaycastManager::Hit> hit_opt = raycast_manager.closest_hit(point, direction, &cond);
std::optional<RaycastManager::Hit> hit_opt = raycast_manager.closest_hit(point, dir, &cond);
// Try to find closest point when no hit object in emboss direction
if (!hit_opt.has_value()) {
@ -366,19 +232,7 @@ std::optional<float> calc_distance(const GLVolume &gl_volume, RaycastManager &ra
if (volume->is_the_only_one_part())
return {};
const ModelVolumePtrs &volumes = object->volumes;
std::vector<size_t> allowed_volumes_id;
allowed_volumes_id.reserve(volumes.size() - 1);
for (const ModelVolume *v : volumes) {
// skip actual selected object
if (v->id() == volume->id())
continue;
// collect hit only from object parts not modifiers neither negative
if (!v->is_model_part())
continue;
allowed_volumes_id.emplace_back(v->id().id);
}
RaycastManager::AllowVolumes condition(std::move(allowed_volumes_id));
RaycastManager::AllowVolumes condition = create_condition(object->volumes, volume->id());
RaycastManager::Meshes meshes = create_meshes(canvas, condition);
raycaster.actualize(*instance, &condition, &meshes);
return calc_distance(gl_volume, raycaster, &condition);
@ -388,27 +242,34 @@ std::optional<float> calc_distance(const GLVolume &gl_volume, const RaycastManag
{
Transform3d w = gl_volume.world_matrix();
Vec3d p = w.translation();
const Vec3d& dir = get_z_base(w);
Vec3d dir = -get_z_base(w);
auto hit_opt = raycaster.closest_hit(p, dir, condition);
if (!hit_opt.has_value())
return {};
const RaycastManager::Hit &hit = *hit_opt;
// NOTE: hit.squared_distance is in volume space not world
const Transform3d &tr = raycaster.get_transformation(hit.tr_key);
Vec3d hit_world = tr * hit.position;
Vec3d p_to_hit = hit_world - p;
double distance_sq = p_to_hit.squaredNorm();
// too small distance is calculated as zero distance
if (hit.squared_distance < ::surface_distance_sq.min)
if (distance_sq < ::surface_distance_sq.min)
return {};
// check maximal distance
const BoundingBoxf3& bb = gl_volume.bounding_box();
double max_squared_distance = std::max(std::pow(2 * bb.size().z(), 2), ::surface_distance_sq.max);
if (hit.squared_distance > max_squared_distance)
return {};
if (distance_sq > max_squared_distance)
return {};
// calculate sign
float sign = ((hit.position - p).dot(dir) > 0)? 1.f : -1.f;
float sign = (p_to_hit.dot(dir) > 0)? 1.f : -1.f;
// distiguish sign
return sign * static_cast<float>(sqrt(hit.squared_distance));
return sign * static_cast<float>(sqrt(distance_sq));
}
Transform3d world_matrix_fixed(const GLVolume &gl_volume, const ModelObjectPtrs &objects)
@ -523,4 +384,189 @@ void do_local_z_move(GLCanvas3D &canvas, double relative_move) {
canvas.do_move(snapshot_name);
}
} // namespace Slic3r::GUI
} // namespace Slic3r::GUI
// private implementation
namespace {
Vec2d mouse_position(const wxMouseEvent &mouse_event){
// wxCoord == int --> wx/types.h
Vec2i mouse_coord(mouse_event.GetX(), mouse_event.GetY());
return mouse_coord.cast<double>();
}
bool start_dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
const std::optional<double>&up_limit)
{
// selected volume
GLVolume *gl_volume_ptr = get_selected_gl_volume(canvas);
if (gl_volume_ptr == nullptr)
return false;
const GLVolume &gl_volume = *gl_volume_ptr;
// is selected volume closest hovered?
const GLVolumePtrs &gl_volumes = canvas.get_volumes().volumes;
if (int hovered_idx = canvas.get_first_hover_volume_idx(); hovered_idx < 0)
return false;
else if (auto hovered_idx_ = static_cast<size_t>(hovered_idx);
hovered_idx_ >= gl_volumes.size() || gl_volumes[hovered_idx_] != gl_volume_ptr)
return false;
const ModelObjectPtrs &objects = canvas.get_model()->objects;
const ModelObject *object = get_model_object(gl_volume, objects);
assert(object != nullptr);
if (object == nullptr)
return false;
const ModelInstance *instance = get_model_instance(gl_volume, *object);
const ModelVolume *volume = get_model_volume(gl_volume, *object);
assert(instance != nullptr && volume != nullptr);
if (object == nullptr || instance == nullptr || volume == nullptr)
return false;
// allowed drag&drop by canvas for object
if (volume->is_the_only_one_part())
return false;
RaycastManager::AllowVolumes condition = create_condition(object->volumes, volume->id());
RaycastManager::Meshes meshes = create_meshes(canvas, condition);
// initialize raycasters
// INFO: It could slows down for big objects
// (may be move to thread and do not show drag until it finish)
raycast_manager.actualize(*instance, &condition, &meshes);
// world_matrix_fixed() without sla shift
Transform3d to_world = world_matrix_fixed(gl_volume, objects);
// zero point of volume in world coordinate system
Vec3d volume_center = to_world.translation();
// screen coordinate of volume center
Vec2i coor = CameraUtils::project(camera, volume_center);
Vec2d mouse_offset = coor.cast<double>() - mouse_pos;
Vec2d mouse_offset_without_sla_shift = mouse_offset;
if (double sla_shift = gl_volume.get_sla_shift_z(); !is_approx(sla_shift, 0.)) {
Transform3d to_world_without_sla_move = instance->get_matrix() * volume->get_matrix();
if (volume->emboss_shape.has_value() && volume->emboss_shape->fix_3mf_tr.has_value())
to_world_without_sla_move = to_world_without_sla_move * (*volume->emboss_shape->fix_3mf_tr);
// zero point of volume in world coordinate system
volume_center = to_world_without_sla_move.translation();
// screen coordinate of volume center
coor = CameraUtils::project(camera, volume_center);
mouse_offset_without_sla_shift = coor.cast<double>() - mouse_pos;
}
Transform3d volume_tr = gl_volume.get_volume_transformation().get_matrix();
// fix baked transformation from .3mf store process
if (const std::optional<EmbossShape> &es_opt = volume->emboss_shape; es_opt.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = es_opt->fix_3mf_tr;
if (fix.has_value())
volume_tr = volume_tr * fix->inverse();
}
Transform3d instance_tr = instance->get_matrix();
Transform3d instance_tr_inv = instance_tr.inverse();
Transform3d world_tr = instance_tr * volume_tr;
std::optional<float> start_angle;
if (up_limit.has_value())
start_angle = Emboss::calc_up(world_tr, *up_limit);
std::optional<float> start_distance;
if (!volume->emboss_shape->projection.use_surface)
start_distance = calc_distance(gl_volume, raycast_manager, &condition);
surface_drag = SurfaceDrag{mouse_offset, world_tr, instance_tr_inv,
gl_volume_ptr, condition, start_angle,
start_distance, true, mouse_offset_without_sla_shift};
// disable moving with object by mouse
canvas.enable_moving(false);
canvas.enable_picking(false);
return true;
}
bool dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
const RaycastManager &raycast_manager,
const std::optional<double> &up_limit)
{
Vec2d offseted_mouse = mouse_pos + surface_drag->mouse_offset_without_sla_shift;
std::optional<RaycastManager::Hit> hit = ray_from_camera(
raycast_manager, offseted_mouse, camera, &surface_drag->condition);
surface_drag->exist_hit = hit.has_value();
if (!hit.has_value()) {
// cross hair need redraw
canvas.set_as_dirty();
return true;
}
auto world_linear = surface_drag->world.linear();
// Calculate offset: transformation to wanted position
{
// Reset skew of the text Z axis:
// Project the old Z axis into a new Z axis, which is perpendicular to the old XY plane.
Vec3d old_z = world_linear.col(2);
Vec3d new_z = world_linear.col(0).cross(world_linear.col(1));
world_linear.col(2) = new_z * (old_z.dot(new_z) / new_z.squaredNorm());
}
Vec3d text_z_world = world_linear.col(2); // world_linear * Vec3d::UnitZ()
auto z_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(text_z_world, hit->normal);
Transform3d world_new = z_rotation * surface_drag->world;
auto world_new_linear = world_new.linear();
// Fix direction of up vector to zero initial rotation
if(up_limit.has_value()){
Vec3d z_world = world_new_linear.col(2);
z_world.normalize();
Vec3d wanted_up = Emboss::suggest_up(z_world, *up_limit);
Vec3d y_world = world_new_linear.col(1);
auto y_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(y_world, wanted_up);
world_new = y_rotation * world_new;
world_new_linear = world_new.linear();
}
// Edit position from right
Transform3d volume_new{Eigen::Translation<double, 3>(surface_drag->instance_inv * hit->position)};
volume_new.linear() = surface_drag->instance_inv.linear() * world_new_linear;
// Check that transformation matrix is valid transformation
assert(volume_new.matrix()(0, 0) == volume_new.matrix()(0, 0)); // Check valid transformation not a NAN
if (volume_new.matrix()(0, 0) != volume_new.matrix()(0, 0))
return true;
// Check that scale in world did not changed
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitY()).has_value());
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitZ()).has_value());
const ModelVolume *volume = get_model_volume(*surface_drag->gl_volume, canvas.get_model()->objects);
// fix baked transformation from .3mf store process
if (volume != nullptr && volume->emboss_shape.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = volume->emboss_shape->fix_3mf_tr;
if (fix.has_value())
volume_new = volume_new * (*fix);
// apply move in Z direction and rotation by up vector
Emboss::apply_transformation(surface_drag->start_angle, surface_drag->start_distance, volume_new);
}
// Update transformation for all instances
for (GLVolume *vol : canvas.get_volumes().volumes) {
if (vol->object_idx() != surface_drag->gl_volume->object_idx() || vol->volume_idx() != surface_drag->gl_volume->volume_idx())
continue;
vol->set_volume_transformation(volume_new);
}
canvas.set_as_dirty();
return true;
}
} // namespace

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@ -182,7 +182,8 @@ std::optional<RaycastManager::Hit> RaycastManager::closest_hit(const Vec3d &poin
std::vector<AABBMesh::hit_result> hits_neg = mesh->query_ray_hits(point_negative, -mesh_direction);
hits.insert(hits.end(), std::make_move_iterator(hits_neg.begin()), std::make_move_iterator(hits_neg.end()));
for (const AABBMesh::hit_result &hit : hits) {
double squared_distance = (mesh_point - hit.position()).squaredNorm();
Vec3d diff = mesh_point - hit.position();
double squared_distance = diff.squaredNorm();
if (closest.has_value() &&
closest->squared_distance < squared_distance)
continue;
@ -359,4 +360,23 @@ std::optional<RaycastManager::Hit> ray_from_camera(const RaycastManager &
return raycaster.first_hit(point, direction, skip);
}
RaycastManager::AllowVolumes create_condition(const ModelVolumePtrs &volumes, const ObjectID &disallowed_volume_id) {
std::vector<size_t> allowed_volumes_id;
if (volumes.size() > 1) {
allowed_volumes_id.reserve(volumes.size() - 1);
for (const ModelVolume *v : volumes) {
// drag only above part not modifiers or negative surface
if (!v->is_model_part())
continue;
// skip actual selected object
if (v->id() == disallowed_volume_id)
continue;
allowed_volumes_id.emplace_back(v->id().id);
}
}
return RaycastManager::AllowVolumes(allowed_volumes_id);
}
} // namespace Slic3r::GUI

View File

@ -167,6 +167,14 @@ std::optional<RaycastManager::Hit> ray_from_camera(const RaycastManager &
const Camera &camera,
const RaycastManager::ISkip *skip);
/// <summary>
/// Create condition to allowe only parts from volumes without one given
/// </summary>
/// <param name="volumes">List of allowed volumes included one which is dissalowed and non parts</param>
/// <param name="disallowed_volume_id">Disallowed volume</param>
/// <returns>Condition</returns>
RaycastManager::AllowVolumes create_condition(const ModelVolumePtrs &volumes, const ObjectID &disallowed_volume_id);
} // namespace Slic3r::GUI
#endif // slic3r_RaycastManager_hpp_